those interfaces have been activated: IHeightMap : heightmapIURLHeightMap : remote heightmap loaderIHeightMap3D : heighmap tesselator ISolidSphere3D : collision engine objectISolidSphere3DResult : collision engine object resultIScene3DObjectAnimator : 3ds keyframer playerIScene3DRender : merge a Scene3D, a Render3D and an IScene3DRenderCallback (autorender Scene with Render and call IScene3DRender event), note that scene3d and render3d can still be used in standalone, for example : you may only use Scene3D in a server side game

other improvments:- some visual bug have been corrected- scene management and rendering is now fully separated.- 3ds loader have been improved to load animation that can be now easily read by IScene3DObjectAnimator.- and so much that I cant remenber...

Works perfectly here under Ubuntu Linux, Java 1.5. High FPS, movement still a bit difficult to control, and you can't enter in the house ^^

Yes for now only an "atomic" part of the physics engine is available wich is the SolidSphere3D it is the base of all the 3DzzD physic engine but for now It is the only available in the current API, so I only use one SolidSphere3D for collision and its radius is too big.

In next API version I will introduce a more powerfull engine with SolidSphere3DGroup and also an easy way to play an animation(loaded from 3ds file or created by programming) with collision performed on each moving object of that animation,with those new features it will become really easy to create 3d games with few lines of code.

I already mentionned that in another thread but I want to say it again on this thread:-) I made some improvment on the last version on lighting flat face/polygon and framerate should be about 1.5 times faster in next version, (before vertex normal was interpolated and renormalised for each pixel even on flat surface wich is not necessary).

On my comp (2ghz), looking at the second demo, I get 53 fps if I stare straight up at the sky, about 23 fps just walking around any of the buildings (relatively near starting area, view angle along the horizontal). It varies from 19-25 but mostly around there. Not sure how someone's 2ghz laptop is beating me? Are you using the small version or the large one (I'm using large).

On my comp (2ghz), looking at the second demo, I get 53 fps if I stare straight up at the sky, about 23 fps just walking around any of the buildings (relatively near starting area, view angle along the horizontal). It varies from 19-25 but mostly around there. Not sure how someone's 2ghz laptop is beating me? Are you using the small version or the large one (I'm using large).

On my 1.6 Ghz (brand:AMD 2000xp+) with ATI x800 : I got 70-77 fps when I look to the sky and around 28-35 fps every where else.

Usualy videocard do not make a big difference because it is only used for blitting in software renderer, but there can be a difference between a very old videocard and a recent one, blitting final image can take 5ms in last videocard and 10ms on old one. I expect the difference may come from your videocard?

looking at sky is like filling the pixel with a texture and blitting image to the screen : you got only 53 fps on a 2Ghz when I got 77 fps on my 1.6 Ghz, I think videocard do the difference.

EDIT: be sure you will get a decent framerate in the next API version ;-)

not sure but maybe I have found why you get lower fps, I try to change internal image used by 3DzzD from RGB to ARGB and now I get lower fps so I suppose that my computer works well with RGB and yours with ARGB I will put a demo online as soon as I can